Re: [Algorithms] 2D in a 3D world
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From: Matt J <mjo...@gm...> - 2010-08-08 01:42:59
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Does your orthographic projection matrix account for the aspect ratio? Matthew > IIRC you're not guaranteed that the hardware won't filter even when you are > at a perfect 1:1. You may need to add some higher-level logic to manage > your filtering states. I could be wrong about this, but looking at our > code, we're set to point-sampling for all HUD, UI overlays, etc. > > And you likely will need the 1/2 pixel adjustment. > > Double check to be sure you don't have anything strange going on with the > mip range adjustments, etc. Build your textures without mips just to be > sure. > > Matt > > > On Sat, Aug 7, 2010 at 4:20 PM, Jason Hughes <jh...@st...>wrote: > >> I've been trying to resolve an issue where full screen textures being >> drawn through the 3D system appear blurry. I feel like I'm probably not >> considering something. Any ideas would be welcome! >> >> - I'm using an orthographic projection matrix along Z, a view matrix >> that is pretty much identity except for some negations on various axes >> to correct for LH/RH differences in the engine. >> - The quad is mapped to the full screen both for vertex positions and >> UVs (0,0,1) to (1,1,1), since the ortho matrix is 0..1, not in screen >> pixels. >> - The texture has the exactly the same number of pixels in both >> directions as the back buffer. >> - Back buffer and window match resolution exactly. >> - Resolution is 1024x600 (but problem exists in other resolutions) >> - Texture sampling is bilinear or anisotropic (shouldn't matter). Both >> show the problem. Sometimes my 2D stuff needs to cleanly scale, so I >> can't force point sampling globally. Texture matrix is disabled. >> >> Steps I've taken to debug: >> - I made a simple texture with regions that are alternating white and >> black columns and rows that are 1, 2, and 4 pixels wide, so I could see >> what was happening with texture sampling. The result is an even gray in >> the 1-pixel wide areas, but can be made brighter and darker depending on >> the offset I put into the matrices. Half-pixel adjustment didn't fix >> it. I never get white or black lines. >> - I checked to make sure that the test image wasn't being munged by the >> texture processing tools and it's perfectly clean (no GIGO). >> >> I can understand not getting perfect rasterization vertically due to the >> height being a non-power-of-two, but I expected columns to be cleanly >> mapped. What else should I be looking for? >> >> Most appreciated, >> JH >> >> Jason Hughes >> President >> Steel Penny Games >> Austin, TX >> >> >> >> ------------------------------------------------------------------------------ >> This SF.net email is sponsored by >> >> Make an app they can't live without >> Enter the BlackBerry Developer Challenge >> http://p.sf.net/sfu/RIM-dev2dev >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> >> > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > Hi Jason: -- ----- Matt Johnson http://otowngraphics.blogspot.com |